Reply. Never research Synthetics or Sapient Combat Computers. The Fleet. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. On top of that, ships will always approach to within range of their longest-ranged weapon. 14. Computer system. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 130 attack range is good. Hearts of Iron III: Tech Support. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?I'd actually say medium weapons with picket computer on Cruisers. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Now if there are bombers involved you have to bite the bullet and have PD of some sort. how do i get my ships to only engage at long range, every time i attack they just fly straight in and get killed easy. New Sniper Combat Computers. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. So if you've got a BB set as Arty it will sit out at the farthest it can go depending on the shortest range weapon. For Spinal mounts, this is 150 iirc. Unless countering a specific threat mix the defenses up evenly between shields and armor. As an example: if a ship has 5 weapons with max ranges. Without the tech they default to a single preset. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??So, barely any weapons are artillery weapons. The not realizing the dragon is mergeable is a classic 'Stellaris UI doesn't explain as much as it should' especially as you state, like doesn't act like like. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. spudwalt • Voidborne • 9 mo. The early vessels can't engage from long range. More Combat Computers. 6 Orion is bringing a combat rework and rebalance. Failing the above, the devs have to either give us cascading targeting prioritization in the code for the combat computers so the computers can say 'ah no more big ships, time to move into close range and fire with close range weapons' or give us direct control of the attack ships and manually target components of the fleet we want targeted. . Computer system. So there are two important numbers surrounding engagement range - there's preferred_attack_range, which determines what the ship tries to do after it's reaches its target position, and there's formation_distance, which determines the ship's target position. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. The one downside is that medium disruptors, the biggest ones there are, have a range of 40 while artillery has 120 this only applies if you're like me and didn't manage to get cloud lightning (how does an entire map not have one void cloud on my half of the galaxy?), I suggest using a combat computer that closes range to the enemy. Big guns have minimum range. The carriers now have a listed engagement range of 125 and my artillery has a listed range of 150 (plus the artillery computer gives 20% additional range). I feel like the ship computer technology should give us a range of distances our fleets can stay. Next to fire are the lasers in the L-Slots. Big guns have minimum range. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. All other combat computers make sense to me except for Picket and Line. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. PD has a maximum range of only 30. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. 23 marca 2018 o 13:27 Combat computer ranges. Apparently it means the median range of all of your weapons. Kinetic artillery has a range of 120. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Others use sapient. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. Others use sapient. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. The autocannon also fires faster. For example, I would like to have an option for a ship to have a point defense combat computer, but fight at artillery ranges. Seriously paradox should just add computers for each range so you'd have a 50 range computer a 70;90 and a 110 range computer. Per page: 15 30 50. forget about armour. Higher range ones like artillery and carrier will mess up the AI. In addition, while most M weapons are 2x and L 4x the damage. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. The enemy fleet had dwarfed my combined fleet. The initial options for only corvettes are just "swarm" and "pciket" so in the early part of the game, the answer to your question is invest in more advanced ship tech. The loss of the alpha strike distance makes an appreciable change in my total ships lost vs running with carrier logic and less total battleships get off their salvo before the enemy fleet. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. Can anyone explain to me why battleships and titans with artillery combat computers will negate their own range advantage as…as the title says in all my fleets 1 ship is guaranteed to charge right next to the enemy while all others follow the combat computer behavior in their design. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". Does that mean all the weapons on the ship double their range? Large neutron launchers and Kinetic artillery only has range of 130 and 120 respectively. . -1. 0! Please see the patch notes for more details. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". The way stellaris is coded, multiplicative bonuses are still additive with each other, which is what DukeLeto was saying. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Mazey Mar 4 @ 5:01pm. ALSO READ: V Rising: How to Choose the Best Base LocationSo the small guns really become obsolete to the others, especially in terms of range. The artillery computer Titan will move forward until it can shoot, then try to maintain the combat engagement distance by backing away if the enemy comes nearer. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. 3. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. Ones with Long range and/or minimal range in a position so they can keep firing distance. 10. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. 5. Since this would mean that most likely the kinetic artillery just. It just flies up to enemies and never actually starts combat. 6 anyway, I know I have. Combat computers support New Ship Classes & More (NSC) and Space Combat. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. It will keep firing the L slot weapons since the weapon range is further than the distance it is trying to space away from the enemy. #3. any help ??Unless I'm missing something, three Advanced Afterburners (+20% each) should be enough to outrun cruiser even if both use DMT: Battleship: 100 speed, +125% DMT, +60% x3 AA = 285 speed. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. The only reason why my fleet takes any damage at all is because instead of sitting at minimum firing range and shooting the enemies before they get in range to do any damage they charge forward to 80 range because that's the maximum range distance. maxxal22. ago. As an example: if a ship has 5 weapons with max ranges. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Additionally, the combat computer improves your chances of hitting your target. Yes, also a big part of screening, what I like to do is get 10 destroyers in my battleship fleets, 5 with the picket combat computer, 5 with the artillery combat computer, the picket ships are likely to die first but they keep the enemy's at bay, till my battleships and my other destroyers get some distance/they keep the enemy where I want them (away from my. There's zero effective difference between 30, 50, or 80 engagement range, partly because weapons mostly exceed those distances and partly because ships will not maintain distance. There are no other type of ships in the fleet. Shields even regenerate during combat. If the ranges of your weapons are 50, 50 and 100 the median is 50. Maybe as an anchor for your brawler line as a sort of fleet carrier. We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. I'll grant that you lose all of 5% range by using the Precognative rather than the Sapient computer, that still gives you a 15% greater range than the Destroyers. More. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. 8. The Lance also doesn't have minimum range (but the other L-weapons do). This page was last edited on 14 October 2017, at 11:31. Sabaithal Dec 17, 2018 @ 1:39pm. Its sections consist of an Artillery Bow, Core, and Stern. Unlike most people who post stuff to stellaris who. You should have tier 4 radars, sapient picket combat computers, and a Titan or two for redundancy with the tracking aura. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). So your BB. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. 0 unless otherwise noted. So the base power and damage output of AC1 is 30% higher than Coilgun2. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range 84. For specific weapons, you can really pick your choice. The newly added maximum range computers set the range of the ship's longest weapon range as the. First you need to make sure that you have different behavior computer set in your ships (artilery vs picket), then - in war - fight against big immobile oponent (some starbase). It’s currently used for deluge planet killer colossus weapon. 130 attack range is good for kinetic batteries and. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. Ships now better keep their distance from the enemies at maximum weapon range. We'll look into different ranges later in the Combat Computer section, but for now it suffices to say that only corvettes and destroyers will want to stay at such short-range. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. . 0,7. Stellaris. Additionally, the combat computer improves your chances of hitting your target. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. Median range is the "middle" range of all equipped weapons. It's an interesting concept (and I'm glad the developers are experimenting with trying things out), but this one just seems to have a whole lot of problems when it comes down to the details. in vanilla giga cannon 45-150, this mod 45-25 in vanilla neutron launchers 45-120, this mod 45-25 Don't know if this was on purpose or not, but I'd reckon it wasn't on purpose. I like this solution a bit better since currently the Elite Equipment Upgrade can be stacked for some really extreme configurations, which was not my original intent. What those ranges are depend on the weapons you pick. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ship, dealing decent damage. 18 votes, 17 comments. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. Agreed, and I have 2 different types of Crusiders, Hephaestus class to duke it out against the enemy and Halcyon, to shoot a bunch of missiles from afar, same with Battleships, Vindicators for broadsides and Artemis class for sniping shields away with long range X weapon and L weapons. lexa_dG • 10 mo. If they are 50, 50 and 250 the median is still 50. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. And if range overflows the ship can't fight at all. . famingfire. These will give you 55 passive tracking bonus. Both are very important and it really depends on how combats play out. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Now updated for 3. The idea being that cruisers form a line in front of destroyers, covering them with flak fire while the destroyers pummel at long range with kinetic batteries. . I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. #3. If my enemy is shield tech heavy, Missile Corvettes are the way to go. Stellaris > General Discussions > Topic Details. Description. It says the ship will stay at range and shoot. This mod allows all types of combat computers to be used with every ship size after getting the first combat computer tech (for a mod without these barriers, see below). If I choose Artillery mode The ship will hold a 80 range distance. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Use the computer that best suits the type of ship, I. If I equip my defense. A better option might be to set engagement range respectively: An "Artillery" option to engage at your longest range; "Line" to close max range for your shortest. 10. Here are my thoughts about making combat computer and range system better; 1. For fleet design, biggest ships available are best, however you might want a corvette or destroyer fleet on the side to chase down stragglers as those are a lot faster (destroyers slightly slower, but won't take so much for losses cleaning up stations). I cant remember). Some long range weapons like the. Improve the behavior patterns of Artillery Combat Computers. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. Half weapons slot filled with Railguns, half Laser, artillery combat computer. Ship designs will auto-upgrade if you check the box on the lower right of the screen, with an exception for Jump Drives / Psi Jump Drives. paradoxwikis. A spinal mount weapon has a range of 150. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. 6 combat rebalance update. The carrier deploys strike craft the momement it enters engagement range. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can pew pew away. Frankly I don't mind what outcome you two come to; it doesn't concern me. If I equip my defense platform with strike craft, which as far as I can tell are separate ships generated by the hanger, does the combat computer. You get more fire rate and +10 more tracking (40 vs. Interact with diverse alien races, discover strange. See the Stellaris wiki for more info on how to install. Shouldn't matter as the evade chance is the same for defensive and precog and +damage modifiers on computers are broken. You should pay attention to the different weapon ranges you choose when using a combat computer to avoid the ship from staying out of the weapon range. ago. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. The Big SCHLEEP Oct 13 @ 1:51pm. Originally I wanted to just run the artillery combat computer, but it says it will keep the ship at the longest weapon range I have on the ship, which considering artillery battleships will almost always run spinal weapons, put the range at 150, which is 30 more than the kinetic artillery. Like always it is important for you to remember that things are subject to change. 8. Assign an number of ships to a set of very general orders. The combat computer just means that they will try to stay in certain range, so if you put autocannons on artillery ship it will be useless 14 m4potofu • 4 yr. 12 / 16% Speed. 30 corvettes, 6-10 BS, rest cruisers. And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. RC_0041 • 10 mo. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. they will try to stay in certain range. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??how do i get my ships to only engage at long range, every time i attack they just fly straight in and get killed easy. Unless countering a specific threat mix the defenses up evenly between shields and armor. In the actual battle you can see the missiles going off and the strike craft occasionally missing (the bright blue beams of light), but the unbidden barely fire. Seems like a lot of weapon ranges were nerfed a lot…Titans already have something like 3/4 of a system of engagement range, and that is still not enough. I have jumped back into stellaris recently and I had a few questions. Because for shitty fleet ai they also lose efficiency, if the target is not like that. Use combat computers with lower ''range''. This is what's wrong with autocannons. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. 5). 1. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. Subscribe. Business, Economics, and Finance. So while the preferred_attack_range of an artillery combat computer is "max", the maximum range of the longest range weapon on the ship, it has a formation_distance of "median", which is the maximum range of the median ranged weapon on the ship. Fluffy-Tanuki • 1 day ago. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ships, dealing decent damage. Remove those, and the remaining "Median" weapon is P-slot). "Combat range" isn't really a term ingame, but it's what I choose to call the range a ship advances to according to its computer. despite it saying it will try to stay at the range of our Hangar Bays, the combat computer behavior is set to a 'formation_distance' of 'median'. Ignoring the range considerations, it appears that trading the 20% damage increase on bolts would require a nominal increase of 20% for (accuracy + tracking) to be equal in effectiveness (assuming that the enemy still has evasion to be. The enemy fleet had dwarfed my combined fleet. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The reason is for the simple fact that this combat computer adds extra range to your weapons and even increases their fire rate by 10% as well. View this video if you want to lea. The artillery computer prefers to attack from the range of your longest range weapon. Now, this isn't an issue when we are only running long-range weapons. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Stellaris. If the ranges of your weapons are 50, 50 and 100 the median is 50. If it has combat role set at 50 range, then it will continue to move towards enemy fleet until it gets within 50 [insert distance unit here. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. but their behavior does not change based on your combat computer. Their combat computer is set to "artillery", I double checked. ago. In game description for it is "Ship engagement range +100%" at a range of 150. want battleship tanks that go forward and take the beating rather than your squishier heavy hitters then don't use long range weaponry on them and slap on 1-2 Afterburners on them. All Discussions. Use the computer that best suits the type of ship, I. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. Fill remaining slots with Armor. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. As a fleet 3. So they will rush into point-blank range. There is no real balance between weapons - instead there are points where certain weapons are better than others and sometimes that changes depending on what tech you and your enemies get. Question about how combat computers work after Orion’s release. This allows the ships to be properly positioned for fleet air defense. Max range is the range of the longest range weapon you have equipped. That is an AI owned Titan with long range computer sitting at the edge of the system occasionally shooting it's T weapon while all of the autocannons are vastly out of range and. ' I was thinking this would mean, whatever the longest range weapon the ship had, that's the range it would close to and attack from there, trying to keep that distance. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. I prefer kinetic is solid choice for early - mid game. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Stellaris. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. any help ??when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??I then set its combat computer to "artillery," which makes it hang back at the same distance as my battleships. If I equip my defense platform with strike craft, which as far as I can tell are separate ships generated by the hanger, does the combat computer confer it's bonuses to the strike craft? R5: All ships in the fleet have artillery combat computers. Content is available under Attribution-ShareAlike 3. They will now engage from a larger distance,. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. Basic idea is a huge missile and strike craft swarm to saturate pd. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. " How does this make any sense? PD has a maximum range of only 30. In 3. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. To echo this , it will get weapons with short range into combat faster. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. The upkeep cost of Stellaris destroyers is based on the. This is the one essential part where there is a meaningful choice between different options. It's a Behemoth Planetcraft from Gigastructural Engineering. Ones with Long range and/or minimal range in a position so they can keep firing distance. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. You can obliterate most of the enemies while suffering 0 damage. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). 4. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. Thread starter CocoCincinnati; Start date Dec 17, 2022;. Ships' combat behavior is. 2 Answers. Every single admiral has the trait that gives + engagement range. Charge - Ships close distance to the enemy and engage at point-blank range. Shield is better but crystal plating is the best. What combat computer is best for what situation? Advice Wanted I'm trying to figure out what CC's to use on my ships when facing an enemy, which one is. Because Stellaris is on a 64 bit executable since 2. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. Jump to latest Follow Reply. Stellaris Space Combat should be better. BS are 3 strike craft, anti-missile pd and missile for all weapons. Content is available under Attribution-ShareAlike 3. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. The engagement range is much longer than the range of the weapons for the carrier ship or the SC themselves so carrier ships will deploy their SC as soon as they enter engagement. Picket combat computers have a small bonus to combat speed. You can take out most stations from beyond there weapon range with carries without so much as a scratch on your ship but if a. Viewed 684 times. Torpedo assault carrier is the most balanced ship design. 1. they at least actually get used as opposed to a brawler weapon that is inconsistent at best as to whether the combat computer will even keep it in range). New Sniper Combat Computers. And actually tell you exactly what it does in the UI instead of just using vague terms like "line" and artillery"The Carrier computer doesn't seem to let the carrier get close enough for the strike craft to do any damage. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??They’ll do it. Range has always been useless for everything other than the first shot of a fight because Stellaris has never had a mechanic where ships can intentionally drive away from another ship (because that's much more annoying to make a computer do than it sounds, the computer has to understand the ship's movement as going "to" a fixed point). Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. 130 attack range is good. Anyone figure out a ship build to reduce the chance of Offspring ships dying in combat? I've been doing well on my Devouring Swarm Progenitor Hive but noticed on a few battles it looks like my Offspring ships got nuked early on and that ended up death spiralling the battle and I lost due to the maluses. Now updated for 3. COMBAT_DETECT_RANGE_MULT = 1. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??For specific weapons, you can really pick your choice. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. The Carrier computer has two values: It details the ship holds position at 150. Stellaris 3. If it has combat role set at 50 range, then it will continue to move towards enemy fleet until it gets within 50 [insert distance unit here] of enemy ship. Cv are full missile, mostly there to die. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. Couple of Questions:. Broadsider // M14 / L6 A2. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…One of the better designs is the long-range combat ship. You just have to love PCs. e a carrier and a titan need to stay far away where as a corvette needs to get close it tells you what range the ships will get to when your picking a computerStellaris really needs us to be able to create battlegroups within our fleets. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. Ship Designer, right hand side you'll see a slot for combat computer. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ships, dealing decent damage. Precog raises the base evasion of ships, wich is nice. 2 Le Guin (0d1c) - Mod version 4. Mono-cruiser fleets are totally viable. they want to shoot not hang back as escorts. However all this is at least 2 categories below "optimal". Disengagement - the only reliable way to kill ships (and thus win wars) is to have high alpha damage so that enemy ships don't get to roll for disengage. Also waits for all ships of the same class to gather. What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. So they will rush into point-blank range. 9 Meta Update] August 27, 2023. 5. Instead of turning back and gaining distance, the ship stays at the maximum range of the mounted weapon, concentrate on firing its long-range guns at the. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?As far as numbers go strikecraft over the course of this battle (vs 15 destroyers and 15 corvettes) were 37. As a fleet 3. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. 6 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. They will shoot as soon as they can. The Carrier Computer will cause your carriers to stay at maximum range,. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. The Carrier computer works just as well (or baldy) as the other ones in that regard. The point though is that you go with the long-ranged weapons, with an admiral that has the range boost, with the artillery combat computer, and with the war doctrine that further boosts your range. And ive seen ships with simular builds charge headlong into melee range for some reason (like the above mentioned battleships with autocannons) but im not quite sure what causes it. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. The wording "medium range" for the Picket, Line, and Artillery combat computers should be interpreted as the mathematical median of all the weapons' ranges the ship has. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. Just disable the Override submod and you'll be fine. Hey lads and ladies! Yesterday met a strange situation in my game - my carrier cruisers with carrier comp was goung into full melle with enemy, while having rockets in all slots except point defense. Combat Computer and influence on ranged combat.